1163 lines
		
	
	
		
			55 KiB
		
	
	
	
		
			Plaintext
		
	
	
			
		
		
	
	
			1163 lines
		
	
	
		
			55 KiB
		
	
	
	
		
			Plaintext
		
	
	
| ;; This is the main configuration file for OpenSimulator.
 | |
| ;; If it's named OpenSim.ini then it will be loaded by OpenSimulator.
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| ;; If it's named OpenSim.ini.example then you will need to copy it to 
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| ;; OpenSim.ini first (if that file does not already exist)
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| ;;
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| ;; Once you have copied OpenSim.ini.example to OpenSim.ini you will at least
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| ;; need to set the constants in the [Const] section and pick an architecture
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| ;; in the [Architecture] section at the end of this file. The architecture
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| ;; will require a suitable .ini file in the config-include directory, either
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| ;; StandaloneCommon.ini or GridCommon.ini which you can copy and modify from the
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| ;; available .example files.
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| ;;
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| ;; The settings in this file are in the form "<key> = <value>".  For example, 
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| ;; save_crashes = false in the [Startup] section below.
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| ;;
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| ;; All settings are initially commented out and the default value used, as 
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| ;; found in OpenSimDefaults.ini.  To change a setting, first uncomment it by 
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| ;; deleting the initial semicolon (;) and then change the value.  This will
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| ;; override the value in OpenSimDefaults.ini
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| ;; 
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| ;; If you want to find out what configuration OpenSimulator has finished with
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| ;; once all the configuration files are loaded then type "config show" on the
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| ;; region console command line.
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| ;;
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| ;; 
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| ;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE
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| ;;
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| ;; All leading white space is ignored, but preserved.
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| ;;
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| ;; Double semicolons denote a text comment
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| ;;
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| ;; ;# denotes a configuration directive description
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| ;;    formatted as:
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| ;;    {option} {depends on} {question to ask} {choices} default value
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| ;;    Any text comments following the declaration, up to the next blank line.
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| ;;    will be copied to the generated file (NOTE: generation is not yet
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| ;;    implemented)
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| ;;
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| ;;    A * in the choices list will allow an empty entry.
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| ;;    An empty question will set the default if the dependencies are
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| ;;    satisfied.
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| ;;
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| ;; ;  denotes a commented out option.
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| ;;    Any options added to OpenSim.ini.example should be initially commented 
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| ;;    out.
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| 
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| 
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| [Const]
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|     ; For a grid these will usually be the externally accessible IP/DNS
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|     ; name and use default public port 8002 and default private port 8003
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|     ; For a standalone this will usually be the externally accessible IP/DNS
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|     ; name and use default public port 9000. The private port is not used
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|     ; in the configuration for a standalone.
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| 
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|     ;# {BaseURL} {} {BaseURL} {"http://example.com" "http://127.0.0.1"} "http://127.0.0.1"
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|     BaseURL = http://127.0.0.1
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|     
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|     ;# {PublicPort} {} {PublicPort} {8002 9000} "8002"
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|     PublicPort = "8002"
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| 
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|     ;# {PrivatePort} {} {PrivatePort} {8003} "8003"
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|     PrivatePort = "8003"
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| 
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| 
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| [Startup]
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|     ;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
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|     ;; Console prompt
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|     ;; Certain special characters can be used to customize the prompt
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|     ;; Currently, these are
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|     ;; \R - substitute region name
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|     ;; \\ - substitute \
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|     ; ConsolePrompt = "Region (\R) "
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| 
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|     ;# {ConsoleHistoryFileEnabled} {} {Save console commands to a history file?} {true false} true
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|     ;; Console commands can be saved to a file, so the command history persists after a restart. (default is false)
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|     ; ConsoleHistoryFileEnabled = true
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| 
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|     ;# {ConsoleHistoryFile} {} {Filename in which to save history} {} OpenSimConsoleHistory.txt
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|     ;; The history file can be just a filename (relative to OpenSim's bin/ directory
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|     ;; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
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|     ; ConsoleHistoryFile = "OpenSimConsoleHistory.txt"
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| 
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|     ;# {ConsoleHistoryFileLines} {} {How many lines of history to save?} {} 100
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|     ;; How many lines of command history should we keep? (default is 100)
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|     ; ConsoleHistoryFileLines = 100
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| 
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|     ;# {save_crashes} {} {Save crashes to disk?} {true false} false
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|     ;; Set this to true if you want to log crashes to disk
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|     ;; this can be useful when submitting bug reports.
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|     ;; However, this will only log crashes within OpenSimulator that cause the
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|     ;; entire program to exit
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|     ;; It will not log crashes caused by virtual machine failures, which
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|     ;; includes mono and ODE failures.
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|     ;; You will need to capture these native stack traces by recording the
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|     ;; session log itself.
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|     ; save_crashes = false
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| 
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|     ;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
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|     ;; Directory to save crashes to if above is enabled
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|     ;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
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|     ; crash_dir = "crashes"
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| 
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|     ;# {PIDFile} {} {Path to PID file?} {}
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|     ;; Place to create a PID file
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|     ; PIDFile = "/tmp/OpenSim.exe.pid"
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| 
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|     ;# {RegistryLocation} {} {Addins Registry Location} {}
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|     ; Set path to directory for addin registry if you want addins outside of bin.  
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|     ; Information about the registered repositories and installed plugins will 
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|     ; be stored here. The OpenSim.exe process must have R/W access to the location.
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|     ; RegistryLocation = "."
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| 
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|     ;# {ConfigDirectory} {} {Set path to directory for modular ini files} {}
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|     ; Used by region module addins. You can set this to outside bin, so that addin
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|     ; configurations will survive updates. The OpenSim.exe process must have R/W access 
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|     ; to the location.
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|     ; ConfigDirectory = "."
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| 
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|     ;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
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|     ;; Determine where OpenSimulator looks for the files which tell it
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|     ;; which regions to server
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|     ;; Default is "filesystem"
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|     ; region_info_source = "filesystem"
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|     ; region_info_source = "web"
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|     
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|     ;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
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|     ;; Determines where the region XML files are stored if you are loading
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|     ;; these from the filesystem.
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|     ;; Defaults to bin/Regions in your OpenSimulator installation directory
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|     ; regionload_regionsdir="C:\somewhere\xmlfiles\"
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| 
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|     ;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
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|     ;; Determines the page from which regions xml is retrieved if you are
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|     ;; loading these from the web.
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|     ;; The XML here has the same format as it does on the filesystem
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|     ;; (including the <Root> tag), except that everything is also enclosed
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|     ;; in a <Regions> tag.
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|     ; regionload_webserver_url = "http://example.com/regions.xml";
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| 
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|     ;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
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|     ;; Allow the simulator to start up if there are no region configuration available
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|     ;; from the selected region_info_source.
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|     ; allow_regionless = false
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| 
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|     ;# {MaxPrimUndos} {} {Maximum number of undos avialable for position, rotation and scale changes of each prim} {} 20
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|     ;; Increasing the number of undos available number will increase memory usage.
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|     MaxPrimUndos = 20
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| 
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|     ;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
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|     ;; Minimum size for non-physical prims.  Affects resizing of existing 
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|     ;; prims.  This can be overridden in the region config file (as 
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|     ;; NonPhysicalPrimMin!).
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|     ; NonPhysicalPrimMin = 0.001
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| 
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|     ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
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|     ;; Maximum size for non-physical prims.  Affects resizing of existing
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|     ;; prims. This can be overridden in the region config file (as 
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|     ;; NonPhysicalPrimMax!).
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|     ; NonPhysicalPrimMax = 256
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| 
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|     ;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 0.01
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|     ;; Minimum size where a prim can be physical.  Affects resizing of
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|     ;; existing prims.  This can be overridden in the region config file.
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|     ; PhysicalPrimMin = 0.01
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| 
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|     ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 64
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|     ;; Maximum size where a prim can be physical.  Affects resizing of
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|     ;; existing prims.  This can be overridden in the region config file.
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|     ; PhysicalPrimMax = 64
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| 
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|     ;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
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|     ;; If a viewer attempts to rez a prim larger than the non-physical or
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|     ;; physical prim max, clamp the dimensions to the appropriate maximum
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|     ;; This can be overridden in the region config file.
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|     ; ClampPrimSize = false
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| 
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|     ;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
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|     ;; Maximum number of prims allowable in a linkset. Affects creating new
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|     ;; linksets. Ignored if less than or equal to zero.
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|     ;; This can be overridden in the region config file.
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|     ; LinksetPrims = 0
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| 
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|     ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
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|     ;; Allow scripts to keep running when they cross region boundaries, rather
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|     ;; than being restarted.  State is reloaded on the destination region.
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|     ;; This only applies when crossing to a region running in a different
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|     ;; simulator.  
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|     ;; For crossings where the regions are on the same simulator the script is
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|     ;; always kept running.
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|     ; AllowScriptCrossing = true
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| 
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|     ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
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|     ;; Allow compiled script binary code to cross region boundaries.
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|     ;; If you set this to "true", any region that can teleport to you can
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|     ;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
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|     ;; YOU HAVE BEEN WARNED!!!
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|     ; TrustBinaries = false
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| 
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|     ;# {CombineContiguousRegions} {} {Create megaregions where possible? (Do not use with existing content or varregions!)} {true false} false
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|     ;; Combine all contiguous regions into one large megaregion
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|     ;; Order your regions from South to North, West to East in your regions.ini
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|     ;; and then set this to true
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|     ;; Warning!  Don't use this with regions that have existing content!,
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|     ;; This will likely break them
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|     ;; Also, this setting should be set to false for varregions as they are proper larger single regions rather than combined smaller regions.
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|     ; CombineContiguousRegions = false
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| 
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|     ;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
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|     ;; If you have only one region in an instance, or to avoid the many bugs
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|     ;; that you can trigger in modules by restarting a region, set this to
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|     ;; true to make the entire instance exit instead of restarting the region.
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|     ;; This is meant to be used on systems where some external system like
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|     ;; Monit will restart any instance that exits, thereby making the shutdown
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|     ;; into a restart.
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|     ; InworldRestartShutsDown = false
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| 
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|     ;; Persistence of changed objects happens during regular sweeps. The
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|     ;; following control that behaviour to prevent frequently changing objects
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|     ;; from heavily loading the region data store.
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|     ;; If both of these values are set to zero then persistence of all changed
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|     ;; objects will happen on every sweep.
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| 
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|     ;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
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|     ;; Objects will be considered for persistance in the next sweep when they
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|     ;; have not changed for this number of seconds.
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|     ; MinimumTimeBeforePersistenceConsidered = 60
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| 
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|     ;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
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|     ;; Objects will always be considered for persistance in the next sweep
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|     ;; if the first change occurred this number of seconds ago.
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|     ; MaximumTimeBeforePersistenceConsidered = 600
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| 
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|     ;# {physical_prim} {} {Allow prims to be physical?} {true false} true
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|     ;; if you would like to allow prims to be physical and move by physics
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|     ;; with the physical checkbox in the client set this to true.
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|     ; physical_prim = true
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| 
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|     ;; Select a mesher here.
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|     ;;
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|     ;; Meshmerizer properly handles complex prims by using triangle meshes.
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|     ;; Note that only the ODE physics engine currently deals with meshed
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|     ;; prims in a satisfactory way.
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| 
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|     ;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
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|     ;; ZeroMesher is faster but leaves the physics engine to model the mesh
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|     ;; using the basic shapes that it supports.
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|     ;; Usually this is only a box.
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|     ;; Default is Meshmerizer
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|     ; meshing = Meshmerizer
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|     ; meshing = ZeroMesher
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| 
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|     ;; Choose one of the physics engines below
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|     ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} BulletSim
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|     ;; BulletSim is the default physics engine.  It provides the best performance and most functionality.
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|     ;; BulletSim supports varregions.
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|     ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.  
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|     ;; It continues to provide a workable physics implementation.  It does not currently support varregions.
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|     ;; basicphysics effectively does not model physics at all, making all objects phantom.   
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|     ;; Default is BulletSim
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|     ; physics = OpenDynamicsEngine
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|     ; physics = BulletSim
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|     ; physics = basicphysics
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|     ; physics = POS
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| 
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|     ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
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|     ;; Default script engine to use. Currently, we only have XEngine
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|     ; DefaultScriptEngine = "XEngine"
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| 
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|     ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
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|     ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
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|     ;; required
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|     ; HttpProxy = "http://proxy.com:8080"
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| 
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|     ;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
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|     ;; If you're using HttpProxy, then you can set HttpProxyExceptions to a
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|     ;; list of regular expressions for URLs that you don't want to go through
 | |
|     ;; the proxy.
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|     ;; For example, servers inside your firewall.
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|     ;; Separate patterns with a ';'
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|     ; HttpProxyExceptions = ".mydomain.com;localhost"
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| 
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|     ;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
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|     ;; The email module requires some configuration. It needs an SMTP
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|     ;; server to send mail through.
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|     ; emailmodule = DefaultEmailModule
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| 
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|     ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
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|     ;; SpawnPointRouting adjusts the landing for incoming avatars.
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|     ;; "closest" will place the avatar at the SpawnPoint located in the closest
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|     ;; available spot to the destination (typically map click/landmark).
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|     ;; "random" will place the avatar on a randomly selected spawnpoint;
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|     ;; "sequence" will place the avatar on the next sequential SpawnPoint
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|     ; SpawnPointRouting = closest
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| 
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|     ;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
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|     ;; TelehubAllowLandmark allows users with landmarks to override telehub
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|     ;; routing and land at the landmark coordinates when set to true
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|     ;; default is false
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|     ; TelehubAllowLandmark = false
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| 
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| 
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| [AccessControl]
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|     ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
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|     ;; Bar (|) separated list of viewers which may gain access to the regions.
 | |
|     ;; One can use a substring of the viewer name to enable only certain
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|     ;; versions
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|     ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
 | |
|     ;; - "Imprudence" has access
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|     ;; - "Imprudence 1.3" has access
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|     ;; - "Imprudence 1.3.1" has no access
 | |
|     ; AllowedClients =
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| 
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|     ;# {BannedClients} {} {Bar (|) separated list of banned clients} {}
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|     ;; Bar (|) separated list of viewers which may not gain access to the regions.
 | |
|     ;; One can use a Substring of the viewer name to disable only certain
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|     ;; versions
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|     ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
 | |
|     ;; - "Imprudence" has no access
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|     ;; - "Imprudence 1.3" has no access
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|     ;; - "Imprudence 1.3.1" has access
 | |
|     ; BannedClients = 
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| 
 | |
| 
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| [Map]
 | |
|     ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
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|     ;; Map tile options.  
 | |
|     ;; If true, then maptiles are generated using the MapImageModule below.
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|     ;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden
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|     ;; in individual region config file(s).  If you do not want to upload map tiles at all, then you will need 
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|     ;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
 | |
|     ; GenerateMaptiles = true
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| 
 | |
|     ;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule
 | |
|     ;; The module to use in order to generate map images.
 | |
|     ;; MapImageModule is the default.  Warp3DImageModule is an alternative experimental module that can 
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|     ;; generate better images.
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|     ;MapImageModule = "MapImageModule"
 | |
| 
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|     ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
 | |
|     ;; If desired, a running region can update the map tiles periodically
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|     ;; to reflect building activity. This names no sense of you don't have
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|     ;; prims on maptiles. Value is in seconds.
 | |
|     ; MaptileRefresh = 0
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| 
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|     ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
 | |
|     ;; If not generating maptiles, use this static texture asset ID
 | |
|     ;; This may be overridden on a per region basis in Regions.ini
 | |
|     ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
 | |
| 
 | |
|     ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
 | |
|     ;; Use terrain texture for maptiles if true, use shaded green if false
 | |
|     ; TextureOnMapTile = true
 | |
| 
 | |
|     ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
 | |
|     ;; Draw objects on maptile.  This step might take a long time if you've
 | |
|     ;; got a large number of objects, so you can turn it off here if you'd like.
 | |
|     ; DrawPrimOnMapTile = true
 | |
| 
 | |
|     ;# {TexturePrims} {} {Texture prims on map tiles?} {true false} true
 | |
|     ;; Texture the faces of the prims that are rendered on the map tiles.
 | |
|     ; TexturePrims = true
 | |
| 
 | |
|     ;# {TexturePrimSize} {} {Size of prims to texture faces?} {} 48
 | |
|     ;; Only texture prims that have a diagonal size greater than this number
 | |
|     ; TexturePrimSize = 48
 | |
| 
 | |
|     ;# {RenderMeshes} {} {Render meshes and sculpties on map tiles?} {true false} false
 | |
|     ;; Attempt to render meshes and sculpties on the map
 | |
|     ; RenderMeshes = false;
 | |
| 
 | |
| 
 | |
| [Permissions]
 | |
|     ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
 | |
|     ;; Permission modules to use, separated by comma.
 | |
|     ;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
 | |
|     ; permissionmodules = DefaultPermissionsModule
 | |
| 
 | |
|     ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
 | |
|     ;; These are the parameters for the default permissions module
 | |
|     ;;
 | |
|     ;; If set to false, then, in theory, the server never carries out
 | |
|     ;; permission checks (allowing anybody to copy
 | |
|     ;; any item, etc.  This may not yet be implemented uniformally.
 | |
|     ;; If set to true, then all permissions checks are carried out
 | |
|     ; serverside_object_permissions = true
 | |
| 
 | |
|     ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
 | |
|     ;; This allows users with a UserLevel of 200 or more to assume god
 | |
|     ;; powers in the regions in this simulator.
 | |
|     ; allow_grid_gods = false
 | |
| 
 | |
|     ;; This allows some control over permissions
 | |
|     ;; please note that this still doesn't duplicate SL, and is not intended to
 | |
|     ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
 | |
|     ;; Allow region owners to assume god powers in their regions
 | |
|     ; region_owner_is_god = true
 | |
| 
 | |
|     ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
 | |
|     ;; Allow region managers to assume god powers in regions they manage
 | |
|     ; region_manager_is_god = false
 | |
| 
 | |
|     ;# {parcel_owner_is_god} {} {Allow parcel owner gods} {true false} true
 | |
|     ;; Allow parcel owners to assume god powers in their parcels
 | |
|     ; parcel_owner_is_god = true
 | |
| 
 | |
|     ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
 | |
|     ;; More control over permissions
 | |
|     ;; This is definitely not SL!
 | |
|     ;; Provides a simple control for land owners to give build rights to
 | |
|     ;; specific avatars in publicly accessible parcels that disallow object
 | |
|     ;; creation in general. 
 | |
|     ;; Owners specific avatars by adding them to the Access List of the parcel
 | |
|     ;; without having to use the Groups feature
 | |
|     ; simple_build_permissions = false
 | |
| 
 | |
| 
 | |
| [Estates]
 | |
|     ; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
 | |
|     ; If these values are uncommented then they will be used to create a default estate as necessary.
 | |
|     ; New regions will be automatically assigned to that default estate.
 | |
| 
 | |
|     ;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
 | |
|     ;; Name for the default estate
 | |
|     ; DefaultEstateName = My Estate
 | |
| 
 | |
|     ;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
 | |
|     ;; Name for default estate owner
 | |
|     ; DefaultEstateOwnerName = FirstName LastName
 | |
| 
 | |
| 
 | |
|     ; ** Standalone Estate Settings **
 | |
|     ; The following parameters will only be used on a standalone system to 
 | |
|     ; create an estate owner that does not already exist
 | |
| 
 | |
|     ;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
 | |
|     ;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random 
 | |
|     ;; UUID will be assigned. This is normally what you want 
 | |
|     ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
 | |
| 
 | |
|     ;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
 | |
|     ;; Email address for the default estate owner
 | |
|     ; DefaultEstateOwnerEMail = owner@domain.com
 | |
| 
 | |
|     ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
 | |
|     ;; Password for the default estate owner
 | |
|     ; DefaultEstateOwnerPassword = password
 | |
| 
 | |
| 
 | |
| [SMTP]
 | |
|     ;; The SMTP server enabled the email module to send email to external
 | |
|     ;; destinations.
 | |
| 
 | |
|     ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
 | |
|     ;; Enable sending email via SMTP
 | |
|     ; enabled = false
 | |
| 
 | |
|     ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
 | |
|     ; internal_object_host = lsl.opensim.local
 | |
| 
 | |
|     ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
 | |
|     ; host_domain_header_from = "127.0.0.1"
 | |
| 
 | |
|     ;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
 | |
|     ; email_pause_time = 20
 | |
| 
 | |
|     ;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
 | |
|     ; email_max_size = 4096
 | |
| 
 | |
|     ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
 | |
|     ; SMTP_SERVER_HOSTNAME = "127.0.0.1"
 | |
| 
 | |
|     ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
 | |
|     ; SMTP_SERVER_PORT = 25
 | |
| 
 | |
|     ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
 | |
|     ; SMTP_SERVER_LOGIN = ""
 | |
| 
 | |
|     ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
 | |
|     ; SMTP_SERVER_PASSWORD = ""
 | |
| 
 | |
| 
 | |
| [Network]
 | |
|     ;# {ConsoleUser} {} {User name for console account} {}
 | |
|     ;; Configure the remote console user here. This will not actually be used
 | |
|     ;; unless you use -console=rest at startup.
 | |
|     ; ConsoleUser = "Test"
 | |
|     ;# {ConsolePass} {} {Password for console account} {}
 | |
|     ; ConsolePass = "secret"
 | |
|     ;# {console_port} {} {Port for console connections} {} 0
 | |
|     ; console_port = 0
 | |
| 
 | |
|     ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
 | |
|     ;; Simulator HTTP port. This is not the region port, but the port the
 | |
|     ;; entire simulator listens on. This port uses the TCP protocol, while
 | |
|     ;; the region ports use UDP.
 | |
|     ; http_listener_port = 9000
 | |
| 
 | |
|     ; By default, OpenSimulator does not allow scripts to make HTTP calls to addresses on the simulator's LAN.
 | |
|     ; See the OutboundDisallowForUserScripts parameter in OpenSimDefaults.ini for more information on this filter.
 | |
|     ; If you need to allow scripts to make some LAN calls use the OutboundDisallowForUserScriptsExcept parameter below.
 | |
|     ; We recommend that you do not override OutboundDisallowForUserScripts directly unless you are very sure about what you're doing.
 | |
|     ;
 | |
|     ; You can whitelist individual endpoints by IP or FQDN, e.g.
 | |
|     ;
 | |
|     ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003
 | |
|     ; 
 | |
|     ; You can specify multiple addresses by separating them with a bar.  For example,
 | |
|     ;
 | |
|     ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003|myinternalserver:8000
 | |
|     ; 
 | |
|     ; If an address if given without a port number then port 80 is assumed
 | |
|     ;
 | |
|     ; You can also specify a network range in CIDR notation to whitelist, e.g.
 | |
|     ;
 | |
|     ; OutboundDisallowForUserScriptsExcept = 192.168.1.0/24
 | |
|     ;
 | |
|     ; to whitelist all ports on addresses 192.168.1.0 to 192.168.1.255
 | |
|     ; To specify an individual IP address use the /32 netmask
 | |
|     ;
 | |
|     ; OutboundDisallowForUserScriptsExcept = 192.168.1.2/32
 | |
|     ;
 | |
|     ; See http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation for more information on CIDR notation
 | |
| 
 | |
|     ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
 | |
|     ;; Hostname to use in llRequestURL/llRequestSecureURL
 | |
|     ;; if not defined - default machine name is being used
 | |
|     ;; (on Windows this mean NETBIOS name - useably only inside local network)
 | |
|     ; ExternalHostNameForLSL = "127.0.0.1"
 | |
| 
 | |
|     ;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
 | |
|     ;; What is reported as the "X-Secondlife-Shard"
 | |
|     ;; Defaults to the user server url if not set
 | |
|     ;; The old default is "OpenSim", set here for compatibility
 | |
|     ;; The below is not commented for compatibility.
 | |
|     shard = "OpenSim"
 | |
| 
 | |
|     ;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
 | |
|     ;; What is reported as the "User-Agent" when using llHTTPRequest
 | |
|     ;; Defaults to not sent if not set here. See the notes section in the wiki
 | |
|     ;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
 | |
|     ;; " (Mozilla Compatible)" to the text where there are problems with a 
 | |
|     ;; web server
 | |
|     ; user_agent = "OpenSim LSL (Mozilla Compatible)"
 | |
| 
 | |
|     ;; The follow 3 variables are for HTTP Basic Authentication for the Robust services.
 | |
|     ;; Use this if your central services in port 8003 need to be accessible on the Internet
 | |
|     ;; but you want to protect them from unauthorized access. The username and password
 | |
|     ;; here need to match the ones in the Robust service configuration.
 | |
|     ; AuthType = "BasicHttpAuthentication"
 | |
|     ; HttpAuthUsername = "some_username"
 | |
|     ; HttpAuthPassword = "some_password"
 | |
|     ;;
 | |
|     ;; Any of these 3 variables above can be overriden in any of the service sections.
 | |
| 
 | |
| 
 | |
| [XMLRPC]
 | |
|     ;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule
 | |
|     ;; If enabled and set to XmlRpcRouterModule, this will post an event, 
 | |
|     ;; "xmlrpc_uri(string)" to the script concurrently with the first 
 | |
|     ;; remote_data event. This will contain the fully qualified URI an 
 | |
|     ;; external site needs to use to send XMLRPC requests to that script
 | |
|     ;;
 | |
|     ;; If enabled and set to XmlRpcGridRouterModule, newly created channels
 | |
|     ;; will be registered with an external service via a configured uri
 | |
|     ;XmlRpcRouterModule = "XmlRpcRouterModule"
 | |
| 
 | |
|     ;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800
 | |
|     ;XmlRpcPort = 20800
 | |
| 
 | |
|     ;# {XmlRpcHubURI} {XmlRpcRouterModule} {URI for external service used to register xmlrpc channels created in the simulator. This depends on XmlRpcRouterModule being set to XmlRpcGridRouterModule} {} http://example.com
 | |
|     ;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator
 | |
|     ;; will use this address to register xmlrpc channels on the external
 | |
|     ;; service 
 | |
|     ; XmlRpcHubURI = http://example.com
 | |
| 
 | |
| 
 | |
| [ClientStack.LindenUDP]
 | |
|     ;; See OpensSimDefaults.ini for the throttle options. You can copy the
 | |
|     ;; relevant sections and override them here.
 | |
|     ;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
 | |
|     ;; with the next update!
 | |
| 
 | |
|     ;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
 | |
|     ;; Quash and remove any light properties from attachments not on the
 | |
|     ;; hands. This allows flashlights and lanterns to function, but kills
 | |
|     ;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
 | |
|     ;; will also be affected.
 | |
|     ;; This is especially important in artistic builds that depend on lights
 | |
|     ;; on the build for their appearance, since facelights will cause the
 | |
|     ;; building's lights to possibly not be rendered.
 | |
|     ; DisableFacelights = "false"
 | |
| 
 | |
| 
 | |
| [ClientStack.LindenCaps]
 | |
|     ;; For the long list of capabilities, see OpenSimDefaults.ini
 | |
|     ;; Here are the few ones you may want to change. Possible values
 | |
|     ;; are:
 | |
|     ;;   "" -- empty, capability disabled
 | |
|     ;;   "localhost" -- capability enabled and served by the simulator
 | |
|     ;;   "<url>" -- capability enabled and served by some other server
 | |
|     ;;
 | |
|     ; These are enabled by default to localhost. Change if you see fit.
 | |
|     Cap_GetTexture = "localhost"
 | |
|     Cap_GetMesh = "localhost"
 | |
|     Cap_AvatarPickerSearch = "localhost"
 | |
|     Cap_GetDisplayNames = "localhost"
 | |
| 
 | |
| 
 | |
| [SimulatorFeatures]
 | |
| 
 | |
|     ;# {SearchServerURI} {} {URL of the search server} {}
 | |
|     ;; This is identical to the Robust LoginService SearchURL setting
 | |
|     ;; and will override that value if set here. The Robust setting
 | |
|     ;; provides a working default for the grid and setting here is 
 | |
|     ;; optional.
 | |
|     ;SearchServerURI = "http://127.0.0.1:9000/"
 | |
|     ;# {DestinationGuideURI} {} {URL of the destination guide} {}
 | |
|     ;;
 | |
|     ;; This serves the same purpose as the DestinationGuideURI in the
 | |
|     ;; LoginService setting in the Robust server. This will override 
 | |
|     ;; the Robust setting if desired as an option.
 | |
|     ;DestinationGuideURI = "http://127.0.0.1:9000/"
 | |
| 
 | |
| 
 | |
| [Chat]
 | |
|     ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
 | |
|     ;; Distance in meters that whispers should travel.
 | |
|     ; whisper_distance = 10
 | |
| 
 | |
|     ;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
 | |
|     ;; Distance in meters that ordinary chat should travel.
 | |
|     ; say_distance = 20
 | |
| 
 | |
|     ;# {shout_distance} {} {Distance at which a shout is heard, in meters?} {} 100
 | |
|     ;; Distance in meters that shouts should travel.
 | |
|     ; shout_distance = 100
 | |
| 
 | |
| 
 | |
| [EntityTransfer]
 | |
|     ;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false
 | |
|     ;; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
 | |
|     ;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
 | |
|     ;DisableInterRegionTeleportCancellation = false
 | |
| 
 | |
| 
 | |
| [Messaging]
 | |
|     ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *}
 | |
|     ;; Module to handle offline messaging. The core module requires an external
 | |
|     ;; web service to do this. See OpenSim wiki.
 | |
|     ; OfflineMessageModule = OfflineMessageModule
 | |
|     ;; Or, alternatively, use this one, which works for both standalones and grids
 | |
|     ; OfflineMessageModule = "Offline Message Module V2"
 | |
| 
 | |
|     ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule Offline Message Module V2:Offline Message Module V2} {URL of offline messaging service} {}
 | |
|     ;; URL of web service for offline message storage. Leave it commented if your service is local to the sim.
 | |
|     ; OfflineMessageURL = ${Const|BaseURL}/Offline.php
 | |
|     ; OfflineMessageURL = ${Const|BaseURL}:${Const|PrivatePort}
 | |
| 
 | |
|     ;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll}
 | |
|     ;; For standalones, this is the storage dll.
 | |
|     ; StorageProvider = OpenSim.Data.MySQL.dll
 | |
| 
 | |
|     ;# {MuteListModule} {OfflineMessageModule:OfflineMessageModule} {} {} MuteListModule
 | |
|     ;; Mute list handler (not yet implemented). MUST BE SET to allow offline
 | |
|     ;; messages to work
 | |
|     ; MuteListModule = MuteListModule
 | |
| 
 | |
|     ;# {MuteListURL} {OfflineMessageModule:OfflineMessageModule} {} {} http://yourserver/Mute.php
 | |
|     ;; URL of the web service that serves mute lists. Not currently used, but
 | |
|     ;; must be set to allow offline messaging to work.
 | |
|     ; MuteListURL = http://yourserver/Mute.php
 | |
| 
 | |
|     ;; Control whether group invites and notices are stored for offline users.
 | |
|     ;; Default is true.
 | |
|     ;; This applies to both core groups module.
 | |
|     ; ForwardOfflineGroupMessages = true
 | |
| 
 | |
| 
 | |
| [BulletSim]
 | |
|     ;# {AvatarToAvatarCollisionsByDefault} {[Startup]physics:BulletSim} {Should avatars collide with each other?} {true false} true
 | |
|     AvatarToAvatarCollisionsByDefault = true
 | |
| 
 | |
| 
 | |
| [ODEPhysicsSettings]
 | |
|     ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
 | |
|     ;; Do we want to mesh sculpted prim to collide like they look?
 | |
|     ;; If you are seeing sculpt texture decode problems 
 | |
|     ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
 | |
|     ;; then you might want to try setting this to false.
 | |
|     ; mesh_sculpted_prim = true
 | |
| 
 | |
|     ;# {use_NINJA_physics_joints} {[Startup]physics:OpenDynamicsEngine} {Use jointed (NINJA) physics?} {true false} false
 | |
|     ;; If you would like physics joints to be enabled through a special naming
 | |
|     ;; convention in the client, set this to true.
 | |
|     ;; (see NINJA Physics, http://opensimulator.org/wiki/NINJA_Physics)
 | |
|     ; use_NINJA_physics_joints = false
 | |
| 
 | |
| 
 | |
| [RemoteAdmin]
 | |
|     ;; This is the remote admin module, which uses XMLRPC requests to
 | |
|     ;; manage regions from a web interface.
 | |
| 
 | |
|     ;# {enabled} {} {Enable the remote admin interface?} {true false} false
 | |
|     ; enabled = false
 | |
| 
 | |
|     ;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
 | |
|     ;; Set this to a nonzero value to have remote admin use a different port
 | |
|     ; port = 0
 | |
| 
 | |
|     ;# {access_password} {enabled:true} {Password for the remote admin interface} {}
 | |
|     ;; This password is required to make any XMLRPC call (should be set as
 | |
|     ;; the "password" parameter)
 | |
|     ; access_password = ""
 | |
| 
 | |
|     ;# {access_ip_addresses} {enabled:true} {List the IP addresses allowed to call RemoteAdmin?} {}
 | |
|     ;; List the IP addresses allowed to call RemoteAdmin
 | |
|     ;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
 | |
|     ;; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
 | |
|     ; access_ip_addresses =
 | |
| 
 | |
|     ;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
 | |
|     ;; set this variable to true if you want the create_region XmlRpc
 | |
|     ;; call to unconditionally enable voice on all parcels for a newly
 | |
|     ;; created region
 | |
|     ; create_region_enable_voice = false
 | |
| 
 | |
|     ;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
 | |
|     ;; set this variable to false if you want the create_region XmlRpc
 | |
|     ;; call to create all regions as private per default (can be
 | |
|     ;; overridden in the XmlRpc call)
 | |
|     ; create_region_public = false
 | |
| 
 | |
|     ;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
 | |
|     ;; enable only those methods you deem to be appropriate using a | delimited
 | |
|     ;; whitelist.
 | |
|     ;; For example:
 | |
|     ;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
 | |
|     ;; if this parameter is not specified but enabled = true, all methods
 | |
|     ;; will be available
 | |
|     ; enabled_methods = all
 | |
| 
 | |
|     ;; specify the default appearance for an avatar created through the remote
 | |
|     ;; admin interface
 | |
|     ;; This will only take effect is the file specified by the
 | |
|     ;; default_appearance setting below exists
 | |
|     ; default_male = Default Male
 | |
|     ; default_female = Default Female
 | |
| 
 | |
|     ;; Update appearance copies inventory items and wearables of default
 | |
|     ;; avatars. if this value is false, just worn assets are copied to the
 | |
|     ;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied.
 | |
|     ;; The receiver will wear the same items the default avatar did wear.
 | |
|     ; copy_folders = false
 | |
| 
 | |
|     ;; Path to default appearance XML file that specifies the look of the
 | |
|     ;; default avatars
 | |
|     ; default_appearance = default_appearance.xml
 | |
| 
 | |
| 
 | |
| [Wind]
 | |
|     ;# {enabled} {} {Enable wind module?} {true false} true
 | |
|     ;; Enables the wind module.
 | |
|     ; enabled = true
 | |
| 
 | |
|     ;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
 | |
|     ;; How often should wind be updated, as a function of world frames.
 | |
|     ;; Approximately 50 frames a second
 | |
|     ; wind_update_rate = 150
 | |
| 
 | |
|     ;; The Default Wind Plugin to load
 | |
|     ; wind_plugin = SimpleRandomWind
 | |
| 
 | |
|     ;; These settings are specific to the ConfigurableWind plugin
 | |
|     ;; To use ConfigurableWind as the default, simply change wind_plugin
 | |
|     ;; to ConfigurableWind and uncomment the following.
 | |
|     ; avg_strength = 5.0
 | |
|     ; avg_direction = 0.0
 | |
|     ; var_strength = 5.0
 | |
|     ; var_direction = 30.0
 | |
|     ; rate_change = 1.0
 | |
| 
 | |
|     ;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
 | |
|     ;; This setting is specific to the SimpleRandomWind plugin
 | |
|     ;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
 | |
|     ; strength = 1.0
 | |
| 
 | |
| 
 | |
| [LightShare]
 | |
|     ;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
 | |
|     ;; This enables the transmission of Windlight scenes to supporting clients,
 | |
|     ;; such as the Meta7 viewer.
 | |
|     ;; It has no ill effect on viewers which do not support server-side
 | |
|     ;; windlight settings.
 | |
|     ; enable_windlight = false
 | |
| 
 | |
| 
 | |
| [Materials]
 | |
|     ;# {enable_materials} {} {Enable Materials support?} {true false} true
 | |
|     ;; This enables the use of Materials.
 | |
|     ; enable_materials = true
 | |
|     ; MaxMaterialsPerTransaction = 50
 | |
| 
 | |
| [DataSnapshot]
 | |
|     ;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
 | |
|     ;; The following set of configs pertains to search.
 | |
|     ;; Set index_sims to true to enable search engines to index your
 | |
|     ;; searchable data.
 | |
|     ;; If false, no data will be exposed, DataSnapshot module will be off,
 | |
|     ;; and you can ignore the rest of these search-related configs.
 | |
|     ; index_sims = false
 | |
| 
 | |
|     ;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
 | |
|     ;; The variable data_exposure controls what the regions expose:
 | |
|     ;;    minimum: exposes only things explicitly marked for search
 | |
|     ;;    all: exposes everything
 | |
|     ; data_exposure = minimum
 | |
| 
 | |
|     ;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
 | |
|     ;; If search is on, change this to your grid name; will be ignored for
 | |
|     ;; standalones
 | |
|     ; gridname = "OSGrid"
 | |
| 
 | |
|     ;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
 | |
|     ;; Period between data snapshots, in seconds. 20 minutes, for starters,
 | |
|     ;; so that you see the initial changes fast.
 | |
|     ;; Later, you may want to increase this to 3600 (1 hour) or more
 | |
|     ; default_snapshot_period = 1200
 | |
| 
 | |
|     ;; This will be created in bin, if it doesn't exist already. It will hold
 | |
|     ;; the data snapshots.
 | |
|     ; snapshot_cache_directory = "DataSnapshot"
 | |
| 
 | |
|     ;; [Supported, but obsolete]
 | |
|     ;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
 | |
|     ; This semicolon-separated string serves to notify specific data services
 | |
|     ; about the existence of this sim. Uncomment if you want to index your
 | |
|     ; data with this and/or other search providers.
 | |
|     ; data_services="http://metaverseink.com/cgi-bin/register.py"
 | |
| 
 | |
|     ;; New way of specifying data services, one per service
 | |
|     ;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py"
 | |
| 
 | |
| [Economy]
 | |
|     ;# {SellEnabled} {} {Enable selling for 0?} {true false} true
 | |
|     ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
 | |
|     ; There is no intention to implement anything further in core OpenSimulator.
 | |
|     ; This functionality has to be provided by third party modules.
 | |
| 
 | |
|     ;; Enables selling things for $0.  Default is true.
 | |
|     ; SellEnabled = true
 | |
| 
 | |
|     ;# {PriceUpload} {} {Price for uploading?} {} 0
 | |
|     ;; Money Unit fee to upload textures, animations etc.  Default is 0.
 | |
|     ; PriceUpload = 0
 | |
| 
 | |
|     ;# {PriceGroupCreate} {} {Fee for group creation} {} 0
 | |
|     ;; Money Unit fee to create groups.  Default is 0.
 | |
|     ; PriceGroupCreate = 0
 | |
| 
 | |
| 
 | |
| [XEngine]
 | |
|     ;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
 | |
|     ;; Enable this engine in this OpenSim instance
 | |
|     ; Enabled = true
 | |
| 
 | |
|     ;; How many threads to keep alive even if nothing is happening
 | |
|     ; MinThreads = 2
 | |
| 
 | |
|     ;; How many threads to start at maximum load
 | |
|     ; MaxThreads = 100
 | |
| 
 | |
|     ;; Time a thread must be idle (in seconds) before it dies
 | |
|     ; IdleTimeout = 60
 | |
| 
 | |
|     ;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
 | |
|     ;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal",
 | |
|     ;; "Highest")
 | |
|     ; Priority = "BelowNormal"
 | |
| 
 | |
|     ;; Maximum number of events to queue for a script (excluding timers)
 | |
|     ; MaxScriptEventQueue = 300
 | |
| 
 | |
|     ;; Stack size per script engine thread in bytes.
 | |
|     ;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it).
 | |
|     ;; The trade-off may be increased memory usage by the script engine.
 | |
|     ; ThreadStackSize = 262144
 | |
| 
 | |
|     ;; Set this to true (the default) to load each script into a separate
 | |
|     ;; AppDomain. 
 | |
|     ;;
 | |
|     ;; Setting this to false will load all script assemblies into the
 | |
|     ;; current AppDomain, which will significantly improve script loading times.
 | |
|     ;; It will also reduce initial per-script memory overhead.
 | |
|     ;;
 | |
|     ;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
 | |
|     ;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
 | |
|     ;; Some Windows users have also reported script loading problems when AppDomainLoading = false
 | |
|     ; AppDomainLoading = true
 | |
| 
 | |
|     ;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op) 
 | |
|     ;; co-op will be more stable but this option is currently experimental.
 | |
|     ;; If moving from co-op to abort, existing script DLLs will need to be recompiled.
 | |
|     ;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run  
 | |
|     ;; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
 | |
|     ;; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
 | |
|     ;; Current valid values are "abort" and "co-op"
 | |
|     ; ScriptStopStrategy = abort
 | |
|     
 | |
| 
 | |
|     ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} {true false} true
 | |
|     ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
 | |
|     ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
 | |
|     ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
 | |
|     ;; by scripts have changed.
 | |
|     ; DeleteScriptsOnStartup = true
 | |
| 
 | |
|     ;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl
 | |
|     ;; Default language for scripts
 | |
|     ; DefaultCompileLanguage = "lsl"
 | |
| 
 | |
|     ;# {AllowedCompilers} {Enabled:true} {Languages to allow (comma separated)?} {} lsl
 | |
|     ;; List of allowed languages (lsl,vb,cs)
 | |
|     ;; AllowedCompilers=lsl,cs,vb
 | |
|     ;; *warning*, non lsl languages have access to static methods such as
 | |
|     ;; System.IO.File.  Enable at your own risk.
 | |
|     ; AllowedCompilers = "lsl"
 | |
| 
 | |
|     ;; Compile debug info (line numbers) into the script assemblies
 | |
|     ; CompileWithDebugInformation = true
 | |
| 
 | |
|     ; ==== Settings for MOD and OSSL functions have been moved to the [OSSL] section
 | |
| 
 | |
|     ;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
 | |
|     ;; Time a script can spend in an event handler before it is interrupted
 | |
|     ; EventLimit = 30
 | |
| 
 | |
|     ;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
 | |
|     ;; If a script overruns it's event limit, kill the script?
 | |
|     ; KillTimedOutScripts = false
 | |
| 
 | |
|     ;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
 | |
|     ;; Sets the multiplier for the scripting delays
 | |
|     ; ScriptDelayFactor = 1.0
 | |
| 
 | |
|     ;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
 | |
|     ;; The factor the 10 m distances limits are multiplied by
 | |
|     ; ScriptDistanceLimitFactor = 1.0
 | |
| 
 | |
|     ;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
 | |
|     ;; Maximum length of notecard line read
 | |
|     ;; Increasing this to large values potentially opens
 | |
|     ;; up the system to malicious scripters
 | |
|     ; NotecardLineReadCharsMax = 255
 | |
| 
 | |
|     ;# {SensorMaxRange} {} {Sensor range} {} 96.0
 | |
|     ;; Sensor settings
 | |
|     ; SensorMaxRange = 96.0
 | |
|     ;# {SensorMaxResults} {} {Max sensor results returned?} {}
 | |
|     ; SensorMaxResults = 16
 | |
| 
 | |
|     ;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
 | |
|     ;; Disable underground movement of prims (default true); set to
 | |
|     ;; false to allow script controlled underground positioning of
 | |
|     ;; prims
 | |
|     ; DisableUndergroundMovement = true
 | |
| 
 | |
|     ;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
 | |
|     ;; Path to script engine assemblies
 | |
|     ;; Default is ./bin/ScriptEngines
 | |
|     ; ScriptEnginesPath = "ScriptEngines"
 | |
| 
 | |
| [OSSL]
 | |
|     ;# {Include-osslEnable} {} {Include file for enabling and permissions for OSSL functions} {}
 | |
|     ;; Optionally include file to enable OSSL functions and set permissions on who can use which.
 | |
|     ;; If this INI file is not included, the OSSL functions are disabled.
 | |
|     Include-osslEnable = "config-include/osslEnable.ini"
 | |
| 
 | |
| 
 | |
| [MRM]
 | |
|     ;; Enables the Mini Region Modules Script Engine.
 | |
|     ; Enabled = false
 | |
| 
 | |
|     ;; Runs MRM in a Security Sandbox
 | |
|     ;; WARNING: DISABLING IS A SECURITY RISK.
 | |
|     ; Sandboxed = true
 | |
| 
 | |
|     ;; The level sandbox to use, adjust at your OWN RISK.
 | |
|     ;; Valid values are:
 | |
|     ;; *  FullTrust
 | |
|     ;; *  SkipVerification
 | |
|     ;; *  Execution
 | |
|     ;; *  Nothing
 | |
|     ;; *  LocalIntranet
 | |
|     ;; *  Internet
 | |
|     ;; *  Everything
 | |
|     ; SandboxLevel = "Internet"
 | |
| 
 | |
|     ;; Only allow Region Owners to run MRMs
 | |
|     ;; May represent a security risk if you disable this.
 | |
|     ; OwnerOnly = true
 | |
| 
 | |
| 
 | |
| [FreeSwitchVoice]
 | |
|     ;; In order for this to work you need a functioning FreeSWITCH PBX set up.
 | |
|     ;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
 | |
|     ; Enabled = false
 | |
| 
 | |
|     ;; You need to load a local service for a standalone, and a remote service
 | |
|     ;; for a grid region. Use one of the lines below, as appropriate
 | |
|     ;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
 | |
|     ; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
 | |
|     ; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector
 | |
| 
 | |
|     ;; If using a remote connector, specify the server URL
 | |
|     ; FreeswitchServiceURL = http://my.grid.server:8004/fsapi
 | |
| 
 | |
| 
 | |
| [Groups]
 | |
|     ;# {Enabled} {} {Enable groups?} {true false} false
 | |
|     ;; Enables the groups module
 | |
|     ; Enabled = false
 | |
| 
 | |
|     ;# {LevelGroupCreate} {Enabled:true} {User level for creating groups} {} 0
 | |
|     ;; Minimum user level required to create groups
 | |
|     ; LevelGroupCreate = 0
 | |
| 
 | |
|     ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {Default "Groups Module V2"} Default
 | |
|     ;; The default module can use a PHP XmlRpc server from the Flotsam project at
 | |
|     ;; http://code.google.com/p/flotsam/
 | |
|     ;; or from the SimianGrid project at http://code.google.com/p/openmetaverse
 | |
|     ; Module = Default
 | |
|     ;; or... use Groups Module V2, which works for standalones and robust grids
 | |
|     ; Module = "Groups Module V2"
 | |
| 
 | |
|     ;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll} 
 | |
|     ; StorageProvider = OpenSim.Data.MySQL.dll
 | |
| 
 | |
|     ;# {ServicesConnectorModule} {Module:GroupsModule Module:Groups Module V2} {Service connector to use for groups} {XmlRpcGroupsServicesConnector SimianGroupsServicesConnector "Groups Local Service Connector" "Groups Remote Service Connector" "Groups HG Service Connector"} XmlRpcGroupsServicesConnector
 | |
|     ;; Service connectors to the Groups Service as used in the GroupsModule.  Select one as follows:
 | |
|     ;; -- for Flotsam Groups use XmlRpcGroupsServicesConnector
 | |
|     ;; -- for Simian Groups use SimianGroupsServicesConnector
 | |
|     ;; -- for V2 Groups, standalone, non-HG use "Groups Local Service Connector"
 | |
|     ;; -- for V2 Groups, grided sim, non-HG use "Groups Remote Service Connector"
 | |
|     ;; -- for V2 Groups, HG, both standalone and grided sim, use "Groups HG Service Connector"
 | |
|     ;; Note that the quotes "" around the words are important!
 | |
|     ; ServicesConnectorModule = XmlRpcGroupsServicesConnector
 | |
| 
 | |
|     ;# {LocalService} {ServicesConnectorModule:Groups HG Service Connector} {Is the group service in this process or elsewhere?} {local remote} local
 | |
|     ;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote
 | |
|     ; LocalService = local
 | |
| 
 | |
|     ;# {SecretKey} {ServicesConnectorModule:Groups Remote Service Connector} {Secret key between sim and remote group service} {} ""
 | |
|     ;; Used for V2 in Remote only. 
 | |
|     ; SecretKey = ""
 | |
| 
 | |
|     ;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {}
 | |
|     ;; URI for the groups services of this grid
 | |
|     ;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
 | |
|     ;; or http://mygridserver.com:82/Grid/ for SimianGrid
 | |
|     ;; or ${Const|BaseURL}:${Const|PrivatePort} for robust, V2
 | |
|     ;; Leave it commented for standalones, V2
 | |
|     ; GroupsServerURI = ""
 | |
| 
 | |
|     ;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {} 
 | |
|     ;; Used for V2 in HG only. For example
 | |
|     ;; http://mygridserver.com:9000 or http://mygridserver.com:8002
 | |
|     ;; If you have this set under [Startup], no need to set it here, leave it commented
 | |
|     ; HomeURI = "" 
 | |
| 
 | |
|     ;# {MessagingEnabled} {Module:GroupsModule Module:Groups Module V2} {Is groups messaging enabled?} {true false} true
 | |
|     ; MessagingEnabled = true
 | |
| 
 | |
|     ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule "Groups Messaging Module V2"} GroupsMessagingModule
 | |
|     ; MessagingModule = GroupsMessagingModule
 | |
|     ; or use "Groups Messaging Module V2" for Groups V2
 | |
|     ; MessagingModule = "Groups Messaging Module V2"
 | |
| 
 | |
|     ;# {NoticesEnabled} {Module:GroupsModule Module:Groups Module V2} {Enable group notices?} {true false} true
 | |
|     ;; Enable Group Notices
 | |
|     ; NoticesEnabled = true
 | |
| 
 | |
|     ;# {MessageOnlineUsersOnly} {Module:GroupsModule Module} {Message online users only?} {true false} false
 | |
|     ; Experimental option to only message online users rather than all users
 | |
|     ; Should make large groups with few online members messaging faster, as the expense of more calls to presence service
 | |
|     ; Applies Flotsam Group only. V2 has this always on, no other option
 | |
|     ; MessageOnlineUsersOnly = false
 | |
| 
 | |
|     ;; This makes the Group module very chatty on the console.
 | |
|     ; DebugEnabled = false
 | |
| 
 | |
|     ; This makes the Group Messaging module very chatty on the console.
 | |
|     ; DebugMessagingEnabled = false
 | |
| 
 | |
|     ;; XmlRpc Security settings.  These must match those set on your backend
 | |
|     ;; groups service if the service is using these keys
 | |
|     ; XmlRpcServiceReadKey    = 1234
 | |
|     ; XmlRpcServiceWriteKey   = 1234
 | |
| 
 | |
| 
 | |
| [InterestManagement]
 | |
|      ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness
 | |
|      ;; This section controls how state updates are prioritized for each client
 | |
|      ;; Valid values are BestAvatarResponsiveness, Time, Distance,
 | |
|      ;; SimpleAngularDistance, FrontBack
 | |
|      ; UpdatePrioritizationScheme = BestAvatarResponsiveness
 | |
| 
 | |
| 
 | |
| [MediaOnAPrim]
 | |
|     ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
 | |
|     ;; Enable media on a prim facilities
 | |
|     ; Enabled = true;
 | |
| 
 | |
| 
 | |
| [NPC]
 | |
|     ;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
 | |
|     ; Enabled = false
 | |
| 
 | |
| 
 | |
| [Terrain]
 | |
|     ;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
 | |
|     ; InitialTerrain = "pinhead-island"
 | |
| 
 | |
| 
 | |
| [UserProfiles]
 | |
|   ;# {ProfileServiceURL} {} {Set url to UserProfilesService} {}
 | |
|   ;; Set the value of the url to your UserProfilesService
 | |
|   ;; If un-set / "" the module is disabled
 | |
|   ;; ProfileServiceURL = ${Const|BaseURL}:${Const|PublicPort}
 | |
| 
 | |
| [XBakes]
 | |
|   ;# {URL} {} {Set URL for Baked texture service} {}
 | |
|   ;; Sets the URL for the baked texture ROBUST service.
 | |
|   ;; Disabled when unset.
 | |
|   ;; URL = ${Const|BaseURL}:${Const|PrivatePort}
 | |
| 
 | |
| ;;
 | |
| ;; Optional module to highlight God names in the viewer.
 | |
| ;; Uncomment and customize appropriately if you want this behavior.
 | |
| ;;
 | |
| ;[GodNames]
 | |
| ;	Enabled = false
 | |
| ;	FullNames = "Test User, Foo Bar"
 | |
| ;	Surnames = "Kryztlsk"
 | |
| 
 | |
| [Architecture]
 | |
|     ;# {Include-Architecture} {} {Choose one of the following architectures} {config-include/Standalone.ini config-include/StandaloneHypergrid.ini config-include/Grid.ini config-include/GridHypergrid.ini config-include/SimianGrid.ini config-include/HyperSimianGrid.ini} config-include/Standalone.ini
 | |
|     ;; Uncomment one of the following includes as required.  For instance, to create a standalone OpenSim,
 | |
|     ;; uncomment Include-Architecture = "config-include/Standalone.ini"
 | |
|     ;; 
 | |
|     ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
 | |
|     ;; that the referenced .ini file goes on to include.
 | |
|     ;;
 | |
|     ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy 
 | |
|     ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
 | |
|     ;; editing it to set the database and backend services that OpenSim will use.
 | |
|     ;;
 | |
|     ; Include-Architecture = "config-include/Standalone.ini"
 | |
|     ; Include-Architecture = "config-include/StandaloneHypergrid.ini"
 | |
|     ; Include-Architecture = "config-include/Grid.ini"
 | |
|     ; Include-Architecture = "config-include/GridHypergrid.ini"
 | |
|     ; Include-Architecture = "config-include/SimianGrid.ini"
 | |
|     ; Include-Architecture = "config-include/HyperSimianGrid.ini"
 |